Healing

The Healing skill is used to remove Wounds. Each attempt requires 10 minutes per wound level of the patient. Subtract 1 from Healing rolls without a basic First Aid kit or similar supplies.  

SUCCESS

Removes one Wound.  

RAISE

Removes two Wounds.  

FAILURE

No Wounds are removed.  

CRITICAL FAILURE

Increases the victim’s Wound level by one.  

GOLDEN HOUR

Patients who survive their initial trauma have about an hour to survive most life-threatening injuries. If they receive medical attention during that time, they can generally be saved. The longer the wait, however, the more likely the Wounds are to be fatal. In Elvaro, we extend this concept to healing in general. The posse may find themselves with a decision to press on despite their injuries.  
  • Characters may only attempt to heal Wounds on a patient once within the hour they were sustained.
  • Failing the roll means the healer isn't able to treat those particular injuries.
  • A different character may attempt a Healing roll on the same patient.
  Once the Wounds are over an hour old, only natural healing or the healing power (using greater healing) can heal Wounds.  

Bleeding Out

The Healing skill can also be used to stabilize someone who’s Bleeding Out. Each attempt is an action, and if successful the victim is stabilized.  

Incapacitation

Healing at least one Wound on an Incapacitated patient removes that state (and restores consciousness if he was knocked out).

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